/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef SHERLOCK_SCALPEL_SAVELOAD_H #define SHERLOCK_SCALPEL_SAVELOAD_H #include "sherlock/saveload.h" namespace Sherlock { namespace Scalpel { extern const int ENV_POINTS[6][3]; class ScalpelSaveManager: public SaveManager { public: SaveMode _envMode; Common::String _fixedTextExit; Common::String _fixedTextLoad; Common::String _fixedTextSave; Common::String _fixedTextUp; Common::String _fixedTextDown; Common::String _fixedTextQuit; byte _hotkeyExit; byte _hotkeyLoad; byte _hotkeySave; byte _hotkeyUp; byte _hotkeyDown; byte _hotkeyQuit; byte _hotkeysIndexed[6]; Common::String _fixedTextQuitGameQuestion; Common::String _fixedTextQuitGameYes; Common::String _fixedTextQuitGameNo; byte _hotkeyQuitGameYes; byte _hotkeyQuitGameNo; public: ScalpelSaveManager(SherlockEngine *vm, const Common::String &target); virtual ~ScalpelSaveManager() {} /** * Shows the in-game dialog interface for loading and saving games */ void drawInterface(); /** * Return the index of the button the mouse is over, if any */ int getHighlightedButton() const; /** * Handle highlighting buttons */ void highlightButtons(int btnIndex); /** * Make sure that the selected savegame is on-screen */ bool checkGameOnScreen(int slot); /** * Prompts the user to enter a description in a given slot */ bool promptForDescription(int slot); /** * Identifies a button number according to the key, that the user pressed */ int identifyUserButton(int key); }; } // End of namespace Scalpel } // End of namespace Sherlock #endif